1.	Does my game require a physical dimension?  What is it used for?  Is it an essential part of gameplay or merely cosmetic?
yes. yes. cosmetic.

2.	Leaving aside issues of implementation or display, how many imaginary spatial dimensions does my game require?  If there are three or more, can objects move continuously through the third and higher dimensions, or are these dimensions partitioned into discrete layers or zones?
3

3.	How big is my game world, in light-years or inches (or whatever)?  Is accuracy of scale critical, as in a football game, or not, as in a cartoon-like action game?
4x4 km

4.	Will my game need more than one scale, for indoor versus outdoor areas, for example?  How many will it actually require?
1-to-1, but scale may change depending on sanity

5.	How am I going to handle the relative sizes of objects and people?  What about their relative speeds of movement?
As I normally do.

6.	How is my world bounded?  Am I going to make an effort to disguise the edge of the world, and if so, with what?  What happens if the player tries to go beyond it?
As a giant loop.

1.	Is time a meaningful element of my game?  Does the passage of time change anything in the game world even if the player does nothing, or does the world simply sit still and wait for the player to do something?
Yes. Nigh-Day cycle exists.

2.	If time does change the world, what effects does it have?  Does food decay, and do light bulbs burn out?
Day/night cycle. 

3.	How does time affect the players avatar?  Does he get hungry or tired?
Tiredness (hunger maybe)

4.	What is the actual purpose of including time in my game?  Is it only a part of the atmosphere, or is it an essential part of the gameplay?
Night gameplay, night is longer for the insane.

5.	Is there a time scale for my game?  Do I need to have measurable quantities of time, such as hours, days, and years, or can I just let time go by without bothering to measure it?  Does the player need a clock to keep track of time?
Yes. scale is 12:1.

6.	Are there periods of time that Im going to skip or do without?  Is this going to be visible to the player, or will it happen seamlessly?
The player can sleep, thus skipping some time.

7.	Do I need to implement day and night?  If I do, what will make night different from day?  Will it merely look different, or will it have other effects as well?  What about seasons?
Yes. Enemy types and gameplay changes with time.

8.	Will any of the time in my game need to be anomalous?  If so, why?  Will that bother the player?  Do I need to explain it away, and if so, how?
Yes, insanity affects the flow of time.

9.	Should the player be allowed to adjust time in any way?  Why, how, and when?
Sleep.

1.	Is my game world set in a particular historical period or geographic location?  When and where?  Is it an alternate reality, and if so, what makes it different from ours?
Taiwan

2.	Are there any people in my game world?  What are they like?  Do they have a complex, highly organized society or a simple, tribal one?  How do they govern themselves?  How is this social structure reflected in their physical surroundings?  Are there different classes of people, guilds, or specialized occupations?
No.

3.	What do my people value?  Trade, martial prowess, imperialism, peace?  What kinds of lives do they lead in pursuit of these ends?  Are they hunters, nomadic, agrarian, industrialized, even postindustrial?  How does this affect their buildings and clothing?
N/A

4.	Are my people superstitious or religious?  Do they have institutions or religious practices that will be visible in the game?  Are there religious buildings?  Do the people carry charms or display spiritual emblems?
Main character might be a priest.

5.	What are my peoples aesthetics like?  Are they flamboyant or reserved, chaotic or orderly, bright or subtle?  What colors do they like?  Do they prefer straight lines or curves?
Curves.

6.	If there arent any people in the game, what are there instead, and what do they look like and how do they behave?
They are husks. Like zombies, but more like animals in human form.

7.	Does my game take place indoors or outdoors, or both?  If indoors, what are the furnishings and interior dcor like?  If outdoors, what is the geography and architecture like?
Both. Icebergs.

8.	What are the style and mood of my game?  How am I going to create them with art, sound and music?
Dense, claustrophobic, tense, 

9.	How much detail can I afford in my game?  Will it be rich and varied or sparse and uncluttered?  How does this affect the way the game is played?
Detail is sparse, but environemnt is cluttered.

1.	Does my game have a significant emotional dimension?  What emotions will my game world include?
Fear

2.	How does emotion serve the entertainment value of my game?  Is it a key element of the plot?  Does it motivate characters in the game or the player himself?
It is a key element and the focus of the game.

3.	What emotions will I try to inspire in the player?  How will I do this?  What will be at stake?
Fear, suspense, tension.

1.	What constitutes right and wrong in my game?  What player actions do I reward and what do I punish?
Certain actions are considered "wrong" by the character. These will incur a sanity penalty.

2.	How will I explain the ethical dimensions of the world to the player?  What tells him how to behave and what is expected of him?
Narration/trial and error.

3.	If my game world includes conflict or competition, is it represented as violence or as something else (racing to a finish, winning an economic competition, outmaneuvering the other side)?
Avoidance and violence.

4.	What range of choices am I offering my player?  Are there both violent and nonviolent ways to accomplish something?  Is the player rewarded in any way for minimizing casualties, or is he punished for ignoring them?
The world is generally open, and the player is invited to innovate and create new strategies around obstacles with the various tools that they possess. There is insanity for "bad" actions.

5.	In many games, the endwinning the gamejustifies any means that the game allows.  Do I want to define the victory condition in such a way that not all means are acceptable?
Yes. Alternate endings will punish certain player actions.

6.	Are any other ethical questions present in my game world?  Can my player lie, cheat, steal, break promises, or double-cross anyone?  Can she abuse, torture, or enslave anyone?  Are there positive or negative consequences for these actions?
Not at the time.

7.	Does my world contain any ethical ambiguities or moral dilemmas?  How does making one choice over another affect the player, the plot, and the gameplay?
Yes, husks and certain things are living, but horrifying abmoniations. Should they be allowed to live?

8.	How realistic is my portrayal of violence?  Does the realism appropriately serve the entertainment value of the game?
Very. Yes.

